Rory's Forum Posts

  • > But we are testing pretty much C2 on browser.

    >

    That is expressly what we are testing, yes. Read http://www.scirra.com/blog/ - the team are working on getting C2 functionality working in-browser first - so... yeah, it's going to be C2 on a browser <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> Isn't that really enough, for now?

    On launch, C2 didn't include an image editor, a physics engine, tilemapping, social media integration, complex collision polygons, multiplayer, not even half the exporters or publishing plugins, web-font support, lighting, positioned audio, LOS, debugger or profiler... the list goes on. I know a lot of these things are missing from C3 at present - but this team is no slouch! Have a little faith.

    That's a great point and I want to add something I feel a lot of people don't realize.

    While Ashley and team has not mentioned money being a big part of their decisions recently (as they shouldn't) all those features were possible, and C2 is the great engine we have now, because people paid for it, supported it and they were able to constantly add onto it.

    Cash flow must be tight selling one off licenses to an ever-shrinking target audience.

    Although it would have been great to have gotten more than quality of life and performance updates for the launch of C3, I will support it, because that money will be used to fund Construct's Team to continue building on it.

  • Can you not apply the pixellate effect to the whole layer, rather than the objects?

    Nope, because then it tries to pixellate it as a whole layer, so with interpolation and pixel rounding off it just makes everything look like a mosaic censor.

    I found a good solution actually! Thanks for the suggestion.

    If anyone is interested, I upscale all my pixel art to 2x it's size when importing, resize it to half, and use Linear sampling.

  • Hey, I know this isn't possible normally, but does anyone have a good solution to use Point sampling on say all my character/tilemap layers and use Linear sampling on my UI layers?

    I've tried using Linear sampling and applying pixellate WebGL effect to individual objects, but it didn't work well. Objects that had other effects still became blurry.

  • rexrainbow Thanks for the update man! Didn't expect for you to get to it. You're amazing

  • Love this plugin a lot rex, something I found would be useful is if it had a way to check

    txtName.Typing.Character

    So that you can omit playing a sound when it's a space or punctuation.

    My workaround was to use Regex to check all the index of the characters and then check them against index.

    EDIT: Found another way, for anyone interested.

    Tokenat(txtdialog.TxtToDisplay,txtDialog.Typing.TypingIndex,"")

    Can give you the character it's currently typing

  • $499 sounds better. the 99 trick always works.

  • $5000

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  • That's impossible. You can't give people bug fixes without the new updates, unless for each revision, you maintain a separate branch of the engine.

  • I think the lifetime of the engine like the past two is about 5-6 years. Why not just make it a $500 one time payment?

    So people have the piece of mind of owning the software and not renting it.

    I do understand that it being an online product with cloud services probably makes this an impossibility. But the offline version would probably still be fine eyy?

    I think it's ridiculous to be asking this question to the members, when it's not the community's decision. It's the business owners who make the business plans.

    It's like me making a poll about "should C3 be $99 a month or a $1 one time payment". Obviously what most people would want is the one that benefits themselves and not the business more.

  • This is great news, thanks Tom

  • Hey, how about creating an array, with the co-ordinates of the spawn locations, and a section with the UID of the object it spawned. Then "on destroy" of one of these spawned objects, check its UID and clear the UID section of the array.

    Every X seconds, check if there are any arrays with an empty UID section and spawn one, repeat.

  • I achieved this by giving physics to the object, on drag checking the X and Y, and on drop checking the X and Y, calculating the distance and time, hence getting the speed, and adding speed to the object based on those numbers.

  • Could this possibly support SceneObjects which is in the PhotonCloud API?

  • I just want to say that your artwork is gorgeous and I wish I could do stuff of that quality :')